// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Player related stuff.
//		Bobbing POV/weapon, movement.
//		Pending weapon.
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: p_user.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";


#include "doomdef.h"
#include "d_event.h"

#include "p_local.h"

#include "doomstat.h"



// Index of the special effects (INVUL inverse) map.
#define INVERSECOLORMAP			32


//
// Movement.
//

// 16 pixels of bob
#define MAXBOB	0x100000

boolean			onground;


//
// P_Thrust
// Moves the given origin along a given angle.
//
void
P_Thrust
( player_t*		player,
  angle_t		angle,
  fixed_t		move )
{
    angle >>= ANGLETOFINESHIFT;

    player->mo->momx += FixedMul(move,finecosine[angle]);
    player->mo->momy += FixedMul(move,finesine[angle]);
}




//
// P_CalcHeight
// Calculate the walking / running height adjustment
//
void P_CalcHeight (player_t* player)
{
    int			angle;
    fixed_t		bob;

    // Regular movement bobbing
    // (needs to be calculated for gun swing
    // even if not on ground)
    // OPTIMIZE: tablify angle
    // Note: a LUT allows for effects
    //	like a ramp with low health.
    player->bob =
        FixedMul (player->mo->momx, player->mo->momx)
        + FixedMul (player->mo->momy,player->mo->momy);

    player->bob >>= 2;

    if (player->bob>MAXBOB)
        player->bob = MAXBOB;

    if ((player->cheats & CF_NOMOMENTUM) || !onground)
    {
        player->viewz = player->mo->z + VIEWHEIGHT;

        if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
            player->viewz = player->mo->ceilingz-4*FRACUNIT;

        player->viewz = player->mo->z + player->viewheight;
        return;
    }

    angle = (FINEANGLES/20*leveltime)&FINEMASK;
    bob = FixedMul ( player->bob/2, finesine[angle]);


    // move viewheight
    if (player->playerstate == PST_LIVE)
    {
        player->viewheight += player->deltaviewheight;

        if (player->viewheight > VIEWHEIGHT)
        {
            player->viewheight = VIEWHEIGHT;
            player->deltaviewheight = 0;
        }

        if (player->viewheight < VIEWHEIGHT/2)
        {
            player->viewheight = VIEWHEIGHT/2;
            if (player->deltaviewheight <= 0)
                player->deltaviewheight = 1;
        }

        if (player->deltaviewheight)
        {
            player->deltaviewheight += FRACUNIT/4;
            if (!player->deltaviewheight)
                player->deltaviewheight = 1;
        }
    }
    player->viewz = player->mo->z + player->viewheight + bob;

    if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
        player->viewz = player->mo->ceilingz-4*FRACUNIT;
}



//
// P_MovePlayer
//
void P_MovePlayer (player_t* player)
{
    ticcmd_t*			cmd;

    cmd = &player->cmd;

    player->mo->angle += (cmd->angleturn<<16);

    // Do not let the player control movement
    //	if not onground.
    onground = (player->mo->z <= player->mo->floorz);

    if (cmd->forwardmove && onground)
        P_Thrust (player, player->mo->angle, cmd->forwardmove*2048);

    if (cmd->sidemove && onground)
        P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048);

    if ( (cmd->forwardmove || cmd->sidemove)
            && player->mo->state == &states[S_PLAY] )
    {
        P_SetMobjState (player->mo, S_PLAY_RUN1);
    }
}



//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
#define ANG5	(ANG90/18)

void P_DeathThink (player_t* player)
{
    angle_t				angle;
    angle_t				delta;

    P_MovePsprites (player);

    // fall to the ground
    if (player->viewheight > 6*FRACUNIT)
        player->viewheight -= FRACUNIT;

    if (player->viewheight < 6*FRACUNIT)
        player->viewheight = 6*FRACUNIT;

    player->deltaviewheight = 0;
    onground = (player->mo->z <= player->mo->floorz);
    P_CalcHeight (player);

    if (player->attacker && player->attacker != player->mo)
    {
        angle = R_PointToAngle2 (player->mo->x,
                                 player->mo->y,
                                 player->attacker->x,
                                 player->attacker->y);

        delta = angle - player->mo->angle;

        if (delta < ANG5 || delta > (unsigned)-ANG5)
        {
            // Looking at killer,
            //	so fade damage flash down.
            player->mo->angle = angle;

            if (player->damagecount)
                player->damagecount--;
        }
        else if (delta < ANG180)
            player->mo->angle += ANG5;
        else
            player->mo->angle -= ANG5;
    }
    else if (player->damagecount)
        player->damagecount--;


    if (player->cmd.buttons & BT_USE)
        player->playerstate = PST_REBORN;
}



//
// P_PlayerThink
//
void P_PlayerThink (player_t* player)
{
    ticcmd_t*			cmd;
    weapontype_t		newweapon;

    // fixme: do this in the cheat code
    if (player->cheats & CF_NOCLIP)
        player->mo->flags |= MF_NOCLIP;
    else
        player->mo->flags &= ~MF_NOCLIP;

    // chain saw run forward
    cmd = &player->cmd;
    if (player->mo->flags & MF_JUSTATTACKED)
    {
        cmd->angleturn = 0;
        cmd->forwardmove = 0xc800/512;
        cmd->sidemove = 0;
        player->mo->flags &= ~MF_JUSTATTACKED;
    }


    if (player->playerstate == PST_DEAD)
    {
        P_DeathThink (player);
        return;
    }

    // Move around.
    // Reactiontime is used to prevent movement
    //	for a bit after a teleport.
    if (player->mo->reactiontime)
        player->mo->reactiontime--;
    else
        P_MovePlayer (player);

    P_CalcHeight (player);

    if (player->mo->subsector->sector->special)
        P_PlayerInSpecialSector (player);

    // Check for weapon change.

    // A special event has no other buttons.
    if (cmd->buttons & BT_SPECIAL)
        cmd->buttons = 0;

    if (cmd->buttons & BT_CHANGE)
    {
        // The actual changing of the weapon is done
        //	when the weapon psprite can do it
        //	(read: not in the middle of an attack).
        newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;

        if (newweapon == wp_fist
                && player->weaponowned[wp_chainsaw]
                && !(player->readyweapon == wp_chainsaw
                     && player->powers[pw_strength]))
        {
            newweapon = wp_chainsaw;
        }

        if ( (gamemode == commercial)
                && newweapon == wp_shotgun
                && player->weaponowned[wp_supershotgun]
                && player->readyweapon != wp_supershotgun)
        {
            newweapon = wp_supershotgun;
        }


        if (player->weaponowned[newweapon]
                && newweapon != player->readyweapon)
        {
            // Do not go to plasma or BFG in shareware,
            //	even if cheated.
            if ((newweapon != wp_plasma
                    && newweapon != wp_bfg)
                    || (gamemode != shareware) )
            {
                player->pendingweapon = newweapon;
            }
        }
    }

    // check for use
    if (cmd->buttons & BT_USE)
    {
        if (!player->usedown)
        {
            P_UseLines (player);
            player->usedown = true;
        }
    }
    else
        player->usedown = false;

    // cycle psprites
    P_MovePsprites (player);

    // Counters, time dependend power ups.

    // Strength counts up to diminish fade.
    if (player->powers[pw_strength])
        player->powers[pw_strength]++;

    if (player->powers[pw_invulnerability])
        player->powers[pw_invulnerability]--;

    if (player->powers[pw_invisibility])
        if (! --player->powers[pw_invisibility] )
            player->mo->flags &= ~MF_SHADOW;

    if (player->powers[pw_infrared])
        player->powers[pw_infrared]--;

    if (player->powers[pw_ironfeet])
        player->powers[pw_ironfeet]--;

    if (player->damagecount)
        player->damagecount--;

    if (player->bonuscount)
        player->bonuscount--;


    // Handling colormaps.
    if (player->powers[pw_invulnerability])
    {
        if (player->powers[pw_invulnerability] > 4*32
                || (player->powers[pw_invulnerability]&8) )
            player->fixedcolormap = INVERSECOLORMAP;
        else
            player->fixedcolormap = 0;
    }
    else if (player->powers[pw_infrared])
    {
        if (player->powers[pw_infrared] > 4*32
                || (player->powers[pw_infrared]&8) )
        {
            // almost full bright
            player->fixedcolormap = 1;
        }
        else
            player->fixedcolormap = 0;
    }
    else
        player->fixedcolormap = 0;
}


